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Features

Martijn edited this page Oct 17, 2022 · 33 revisions

Below is a list of all features, organized by their respective configuration options. The configuration for Suki is the same as Paper, and can be found in:

  • Global settings: config/suki-global.yml
  • World settings: defaults in config/suki-world-defaults.yml, and overriding settings for a specific world can be defined in <world name>/suki-world.yml

Optimization

Suki provides many optimization options. If you would like to increase your TPS, it is recommended to start with the recommended setting values. The options that can increase your TPS the most are:

view-distance

Suki can automatically update players' view distances to get the most out of your hardware, and you can easily reach view distances of 32 using normal CPU and RAM!

Global track.max-total-chunks

The maximum number of chunks that can be tracked by all players together. Tracking means: the player will receive entity and block updates from these chunks. A higher value costs more CPU and network bandwidth. -1 means no limit.

Default: -1
Recommended: for a server with 4 cores @ 2.0 GHz, with usually 15 players online max, 2500 works well. For 2500: if there are 15 players online, each player can track chunks at a distance of 6. If you would like 30 players to track chunks at a distance of 6, you should use 5000, etcetera.

World track.per-player

Whether track view distance is automatically optimally set for each player individually.

Default: false
Recommended: true

World track.limit-by-client-view-distance

(Only if track.per-player is true)

Whether chunks further than the client view distance will not be tracked by players. Setting this to true saves CPU and network bandwidth, without being noticeable by players.

Default: false
Recommended: true

World track.max

(Only if track.per-player is true)

The maximum chunk distance for each individual player to track. -1 means no limit.

Default: -1
Recommended: 11

Global see.max-total-chunks

The maximum number of chunks that can be seen by all players together. See distance should be much higher than tracking (which includes entities and block changes) distance. A higher value costs more RAM, and a little bit more CPU. -1 means no limit.

Default: -1
Recommended: for a server with 8GB RAM, with usually 15 players online max, 12500 works well. For 12500: if there are 15 players online, each player can see chunks at a distance of 14. If you would like 30 players to see chunks at a distance of 14, you should use 25000, etcetera.

World see.per-player

Whether see view distance is automatically optimally set for each player individually.

Default: false
Recommended: true

World see.limit-by-client-view-distance

(Only if see.per-player is true)

Whether chunks further than the client view distance will not be sent to players. Setting this to true saves network bandwidth, without being noticeable by players.

Default: false
Recommended: true

World see.max

(Only if see.per-player is true)

The maximum chunk distance for each individual player to see. -1 means no limit.

Normally, it is not necessary to change this setting, because with see.per-player, Suki will already set the view distance fairly without a limit being required.

Default: -1
Recommended: -1

World load.per-player

Whether the distance at which chunks are loaded into server memory is automatically optimally set for each player individually.

Default: false
Recommended: true

World load.limit-by-client-view-distance

(Only if load.per-player is true)

Whether chunks further than the client view distance will not be loaded into server memory. Setting this to true saves CPU and RAM. If the client sets a low view distance, this makes mob spawning higher up or lower down in their own chunks more likely, and mob spawning further away less likely.

Default: false
Recommended: true - but note that this may change mob spawning for players with very low client view distance (such as 4 or lower)

World load.limit-by-see-view-distance

(Only if load.per-player is true)

Whether chunks further than the player can receive will not be loaded into server memory. Setting this to true saves CPU and RAM.

Default: false
Recommended: true

World load.max

(Only if load.per-player is true)

The maximum chunk distance to load into server memory for each individual player. -1 means no limit.

Normally, it is not necessary to change this setting, because with load.per-player, Suki will already set the load distance fairly without a limit being required.

Default: -1
Recommended: -1

World if-can-see-but-not-tracking

Whether some chunk events will be sent to players that are too far away to see the entities in that chunk:

  • send-chunk-refresh
    When plugins request to refresh the chunk for a player
    Default: true
    Recommended: false
  • send-end-portal-fill-sound
    The sound when an End portal is completed
    Default: true
    Recommended: true
  • send-ender-dragon-spawn-sound
    The sound when an Ender Dragon spawns
    Default: true
    Recommended: true
  • send-wither-spawn-sound
    The sound when a Wither spawns
    Default: true
    Recommended: true

Global allow-invalid-client-view-distance

Whether to allow clients to send an invalid view distance. If true, clients can send a view distance above 127 (but it will have no effect). If false, clients will be kicked when they send a view distance above 127.

Default: false

entity-ticking

Entities are the most CPU-heavy for many servers.

In Paper, entities can be 'inactive'. Inactive entities are still updated every tick (to update things like how long they are on fire), but their normal behavior (such as pathfinding) is performed less frequently. Suki provides new options to prevent some entities from becoming 'inactive' (for example, a fox that just started chasing a rabbit, or a sheep that was just sheared). There are also options to skip 'active' entity ticks and wake up entities from inactivity in a smooth fashion.

World immune-from-inactive.non-sitting-pets

Whether all non-sitting pets (such as walking tamed dogs or flying parrots) are immune from being made 'inactive'. (So, if this setting is true, they will be always active.)

Default: false
Recommended: true (this prevents some cases of wolves or parrots not following players)

World immune-from-inactive.sheared-sheep

Whether sheep without wool are immune from being made 'inactive'.

Default: true
Recommended: true (this prevents sheep not regrowing wool fast enough because they are 'inactive' for a long time)

World immune-from-inactive.ticks.baby

How long (in ticks) babies should be 'active' after being born.

Default: 5
Recommended: 5

World immune-from-inactive.ticks.mob-targeting-mob

How long (in ticks) specific aggressive mobs should be when they target another specific mob (for example, a fox targeting a rabbit).

Default: 0
Recommended:

  • 0 is best for performance but may make some hunting mobs appear a bit stupid
  • 20 makes hunting mobs appear smarter but may cause lag if players built farms for that type of mob

World skipped-active-entity-ratio

Paper also skips some behavior for 'active' entities. By default, this is 25% of all active entities. Randomly skipping some active entities in a tick has very little impact on gameplay (since the same update will still be executed in the next tick which is only 50 milliseconds later), but it breaks some vanilla farms that require entities to be updated every tick (typically super compact farms that push armor stands with pistons, or use llamas in boats). Even if the skipped ratio is set to 0% instead of 25%, many of these specific machines will still not work, but you could try if your players complain about machines not working, and you notice they are using entities in their redstone system (typically armor stands or boats).

Increasing this value will improve TPS by a lot, but setting it too high can appear mobs very nearby the player to be glitchy, or react a bit late to their environment.

Default: 0.25
Recommended:

  • 0.0 if you want to attempt to fix some entity-ticking dependent mob farms that work in vanilla but not in Paper
  • 0.25 for default Paper behavior
  • A higher value if you wish to gain TPS, at the cost of entities appearing a bit glitchy or dumb: it is possible to set this value to anything strictly below 1, such as 0.75, if you want

World wake-up-duration-standard-deviation-ratio

Inactive entities are periodically waken up to an 'active' state temporarily. In Paper, many inactive entities of the same type or woken up at the same time. This can look really strange: a whole group of villagers stands still for a while and then all at the same time start walking somewhere. This option will add some variance to the time after which entities are woken up, which makes entities much more realistic and independent. A value of 0.0 means no change to Paper behavior. This value should never be set higher than 0.5.

Default: 0.0
Recommended: 0.2

item-pickup

Hoppers picking up items is intensive for the server, so it is helpful to decrease the frequency at which the necessary checks are performed. This barely affects gameplay in any way, and doensn't break mob farms or redstone machines unless they rely on tick-precise floating item pickups of hoppers (I have never seen such a farm or machine because they would probably not work in vanilla either).

World hopper.tick-rate

How often (in ticks) to tick hoppers to pick up floating items. This does not affect hoppers pulling items from container such as chests or other hoppers: it only affects floating items lying on top of them. A higher value can increase TPS if there are a lot of open hoppers (hoppers without a block above them) on the server, because all hoppers that are open on the top will constantly check for floating items (even if there are no items nearby).

Default: 1
Recommended: 20 (once every second)

World hopper.minecart-immunity.duration

For how long (in ticks) hopper minecarts can ignore hopper.tick-rate and pick up items every tick, after items are detected nearby. -1 disables these extra pickups for hopper minecarts.

Default: 200
Recommended: 200

World hopper.minecart-immunity.detection

Settings for the detection of dropped items around hopper minecarts to give them temporary immunity from hopper.tick-rate (see hopper.minecart-immunity.duration).

  • horizontal-distance
    Max horizontal distance to check for items
    Default: 32.0
    Recommended: 32.0
  • vertical-distance
    Max vertical distance to check for items
    Default: 4.0
    Recommended: 4.0
  • max-age
    Max age (in ticks) of a hopper minecart to gain temporary item pickup limit immunity (-1 means no age limit)
    Default: 1200
    Recommended: 1200
  • tick-rate
    How often (in ticks) to check for items nearby
    Default: 20 (once every second)
    Recommended: 20

World villager.delay-after-drop

For how long (in ticks) items dropped by villagers cannot be picked up. When a villager's inventory is full, they will drop some of their items on the ground, particularly to pass them to other villagers (in the case of farmers). This can lead to multiple villagers constantly throwing food at each other in a villager breeding farm. If this value is -1, the vanilla value (which is currently 10) is used.

Default: -1
Recommended: 100 (5 seconds)

lootables

World only-refresh-for-players

Whether to only refresh lootables (such as naturally generated chests) when the contents are checked by a player.

Default: false
Recommended: true

tps-catchup

Global max

After a drop in TPS, the server can temporarily perform ticks a little bit faster than 20 so that it averages out to 20. This option defines for how long (in milliseconds) the server is allowed to perform ticks faster after a TPS drop.

Default: 50
Recommended: 50 is usually good, but can be set to a higher value such as 100 if you have some plugins that sometimes suddenly do a lot of work in one tick

network-constrained-chunk-sending

Chunk packets will be interweaved with non-chunk packets to provide a smooth game experience even if the network capacity (of either the server or client) is limited, or if the client's CPU, GPU or RAM loads/renders chunks slowly. This system fully replaces the vanilla packet sending (which is: send all packets in order regardless of type), and cannot be completely turned off.

World max-chunk-packets-in-transit.target-player-chunk-send-rate-margin-factor

The Paper configuration setting chunk-loading.target-player-chunk-send-rate will be multiplied by this value to get a target estimation for the network-constrained chunk sending. A higher value means chunks are sent sooner, meaning faster chunk loading, but a higher chance of overloading the network capacity.

Default: 1.15
Recommended: recommended to keep at 1.15, but can be changed to between 1.0 (mostly helps clients with bad computer specs or bad connections) and 1.5 (mostly helps clients with good computer specs and connections but high ping - such as on the other side of the world)

Global assume-packets-in-transit-arrived-after-time

Packets will be assumed to have arrived after this time in milliseconds, even if no response has been received.

Default: 600
Recommended: the highest ping that you expect your players to normally have - but 600 is a reasonably good guess for most servers

Global ignore-network-conditions-for-chunks-within-chessboard-distance

Chunk packets within this distance of the player will always be instantly sent like vanilla, without being placed in a queue behind non-chunk packets. A value of -1 means all chunk packets are potentially queued behind non-chunk packets.

Default: 1
Recommended: 1 is a good default setting, -1 if your players have very bad computer specs and get screen freeze when teleporting, 2 if your players have good computer specs

Gameplay

signed-chat

Global enabled

Whether signed chat can be used. If false, everything related to message signing and message reporting is disabled.

Default: true
Recommended: true if you wish players to be able to report messages to Microsoft, false if you wish to disable reports to Microsoft

Global if-disabled.hide-insecure-popup

When signed chat is disabled, the client will show a popup message warning the player. Setting this option to true will remove this popup.

Default: true

Global if-disabled.use-chat-preview

When signed chat is disabled, chat preview will indicate to the player that their messages will not be signed. Setting this option to false will also disable chat preview when signed chat is disabled. This does not affect using the tab key for command completion.

Default: false

Survival debug stick

Banners in head slot

Unstrip with bone meal

Difficulty

Enchantments

mob-spawning

World all-nether-bricks-count-as-fortress

If true, mobs that normally only spawn in Nether fortresses can spawn on Nether bricks anywhere in the Nether.

Default: false

never-despawn-entities-due-to-distance

World wither

If true, a Wither will never despawn just because all players are far away.

Default: false

Other

interaction-distance

World max

The maximum distance that players can reach for interactions. Increasing this value may allow hackers to reach further-away objects, but helps players with bad connections. For example, in vanilla, if a player with lag tries to place a block while moving, the server may cancel the block placement because according to the server the player is already too far away.

Default: 6.0
Recommended: 6.0 (vanilla) or slightly higher (such as 7.5) if players fail to place/break blocks while moving due to lag

keepalive

Global send-interval

How often (in milliseconds) to send a Keep Alive packet.

Default: 15000
Recommended: 3000

Global kick-player-for

Whether to kick players for failing to respond to a Keep Alive packet correctly. Setting these to false will prevent players that have unstable or bad connections from getting suddenly Timed out for seemingly no reason.

  • late-response
    Whether to kick players for responding to a Keep Alive packet too late
    Default: true
    Recommended: false
  • unexpected-response
    Whether to kick players for sending a Keep Alive response when none was expected
    Default: true
    Recommended: false
  • wrong-response-id
    Whether to kick players for sending a Keep Alive response with the wrong id
    Default: true
    Recommended: false

login-protocol

Global slow-login-timeout

How long (in milliseconds) the server will wait for clients to prove their authentication status. This is only used if online-mode = true in server.properties.

Default: 600
Recommended: 600 is good starting value, it can be increased if some of your players are getting a Took too long to log in error

move-checks

World too-quickly.self

Whether the vanilla <player> moved too quickly check is enabled.

Default: true

World too-quickly.vehicle

Whether the vanilla Vehicle of <player> moved too quickly check is enabled.

Default: true

World wrongly.self

Whether the vanilla <player> moved wrongly check is enabled.

Default: true

World wrongly.vehicle

Whether the vanilla Vehicle of <player> moved wrongly check is enabled.

Default: true

plugins

Global hide-if-no-permission

Whether to hide plugins from players (in /plugins, /version and /help) if they do not have permission.

Default: false

Permission Description Default
suki.seeplugin.<lowercase alphanumeric plugin name> The permission to see a plugin (for example, the permission to see a plugin called Remove5%OfEntities would be suki.seeplugin.remove5ofentities) op
suki.seeplugin.* See all plugins op

Global show-legacy-asterisk

Whether to show an asterisk (*) in the /plugins list after legacy (old) plugins.

Default: true

relocate-corrupted-chunks

World enabled

Whether chunks are relocated when data corruption is detected. This is true in Paper.

Default: true
Recommended: false

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